#version 330 core

struct Light
{
	vec4 position;

	vec3 diffuseColor;
	vec3 specularColor;

	float radius;
};
uniform Light light;

uniform mat4 u_ProjectionMat;
uniform mat4 u_ModelViewMat;

layout(location = 1) in vec3 a_Position;
layout(location = 3) in vec2 a_TexCoord;

out FragData {
	vec2 texcoord;
} fragData;

void main(void)
{
        gl_Position  = u_ProjectionMat * u_ModelViewMat * vec4(a_Position * light.radius, 1.0);
        fragData.texcoord = a_TexCoord;
}